using ET; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; using Object = UnityEngine.Object; namespace UnityEditor.UI { static internal class LoopScrollRectMenuOptions { #region code from MenuOptions.cs private const string kUILayerName = "UI"; private const string kStandardSpritePath = "UI/Skin/UISprite.psd"; private const string kBackgroundSpritePath = "UI/Skin/Background.psd"; private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd"; private const string kKnobPath = "UI/Skin/Knob.psd"; private const string kCheckmarkPath = "UI/Skin/Checkmark.psd"; private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd"; private const string kMaskPath = "UI/Skin/UIMask.psd"; static private DefaultControls.Resources s_StandardResources; static private DefaultControls.Resources GetStandardResources() { if (s_StandardResources.standard == null) { s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource(kStandardSpritePath); s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource(kBackgroundSpritePath); s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource(kInputFieldBackgroundPath); s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource(kKnobPath); s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource(kCheckmarkPath); s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource(kDropdownArrowPath); s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource(kMaskPath); } return s_StandardResources; } private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform) { // Find the best scene view SceneView sceneView = SceneView.lastActiveSceneView; if (sceneView == null && SceneView.sceneViews.Count > 0) sceneView = SceneView.sceneViews[0] as SceneView; // Couldn't find a SceneView. Don't set position. if (sceneView == null || sceneView.camera == null) return; // Create world space Plane from canvas position. Vector2 localPlanePosition; Camera camera = sceneView.camera; Vector3 position = Vector3.zero; if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition)) { // Adjust for canvas pivot localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x; localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y; localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x); localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y); // Adjust for anchoring position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x; position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y; Vector3 minLocalPosition; minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x; minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y; Vector3 maxLocalPosition; maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x; maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y; position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x); position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y); } itemTransform.anchoredPosition = position; itemTransform.localRotation = Quaternion.identity; itemTransform.localScale = Vector3.one; } private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand) { GameObject parent = menuCommand.context as GameObject; if (parent == null || parent.GetComponentInParent() == null) { parent = GetOrCreateCanvasGameObject(); } string uniqueName = GameObjectUtility.GetUniqueNameForSibling(parent.transform, element.name); element.name = uniqueName; Undo.RegisterCreatedObjectUndo(element, "Create " + element.name); Undo.SetTransformParent(element.transform, parent.transform, "Parent " + element.name); GameObjectUtility.SetParentAndAlign(element, parent); if (parent != menuCommand.context) // not a context click, so center in sceneview SetPositionVisibleinSceneView(parent.GetComponent(), element.GetComponent()); Selection.activeGameObject = element; } static public GameObject CreateNewUI() { // Root for the UI var root = new GameObject("Canvas"); root.layer = LayerMask.NameToLayer(kUILayerName); Canvas canvas = root.AddComponent(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; root.AddComponent(); root.AddComponent(); Undo.RegisterCreatedObjectUndo(root, "Create " + root.name); // if there is no event system add one... // CreateEventSystem(false); return root; } // Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas. static public GameObject GetOrCreateCanvasGameObject() { GameObject selectedGo = Selection.activeGameObject; // Try to find a gameobject that is the selected GO or one if its parents. Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent() : null; if (canvas != null && canvas.gameObject.activeInHierarchy) return canvas.gameObject; // No canvas in selection or its parents? Then use just any canvas.. canvas = Object.FindObjectOfType(typeof(Canvas)) as Canvas; if (canvas != null && canvas.gameObject.activeInHierarchy) return canvas.gameObject; // No canvas in the scene at all? Then create a new one. return LoopScrollRectMenuOptions.CreateNewUI(); } #endregion [MenuItem("GameObject/EUI/Loop Horizontal Scroll Rect", false, -1)] static public void AddLoopHorizontalScrollRect(MenuCommand menuCommand) { GameObject go = LoopScrollRectDefaultControls.CreateLoopHorizontalScrollRect(GetStandardResources()); PlaceUIElementRoot(go, menuCommand); go.name = "ELoopScrollList_"; } [MenuItem("GameObject/EUI/Loop Vertical Scroll Rect", false, -1)] static public void AddLoopVerticalScrollRect(MenuCommand menuCommand) { GameObject go = LoopScrollRectDefaultControls.CreateLoopVerticalScrollRect(GetStandardResources()); PlaceUIElementRoot(go, menuCommand); go.name = "ELoopScrollList_"; } [MenuItem("GameObject/EUI/Loop Horizontal Grid Scroll Rect", false, -1)] static public void AddLoopHorizontalGridScrollRect(MenuCommand menuCommand) { GameObject go = LoopScrollRectDefaultControls.CreateLoopHorizontalScrollRect(GetStandardResources(),true); PlaceUIElementRoot(go, menuCommand); go.name = "ELoopScrollList_"; } [MenuItem("GameObject/EUI/Loop Vertical Grid Scroll Rect", false, -1)] static public void AddLoopVerticalGridScrollRect(MenuCommand menuCommand) { GameObject go = LoopScrollRectDefaultControls.CreateLoopVerticalScrollRect(GetStandardResources(),true); PlaceUIElementRoot(go, menuCommand); go.name = "ELoopScrollList_"; } [MenuItem("GameObject/EUI/EUISprite", false, -1)] static public void AddZUISprite(MenuCommand menuCommand) { GameObject go = new GameObject(); GameObject parent = Selection.activeGameObject; go.transform.SetParent(parent.transform,false); go.transform.SetAsLastSibling(); go.AddComponent(); go.AddComponent(); go.AddComponent(); go.name = "ESprite_"; } [MenuItem("GameObject/EUI/EUIButton", false, -1)] static public void AddZUIButton(MenuCommand menuCommand) { GameObject go = new GameObject(); GameObject parent = Selection.activeGameObject; go.transform.SetParent(parent.transform,false); go.transform.SetAsLastSibling(); go.AddComponent(); go.AddComponent(); go.AddComponent(); go.AddComponent